WIP - RoShamBo 2D Fighting Game

phamtasticphamtastic Member, PRO Posts: 354
edited June 2016 in Announce Your Game!

I'm very excited about my new fighting game in early production. Here is a very early look at some concept art coming to life from my artist. The character is "Sham" aka Paper Champ. She's doing a cute greeting pose before she gets ready to kick some butt. Let me know what you think :)

Comments

  • IceboxIcebox Member Posts: 1,485

    Looks really great , smooth animation i like it.

  • smurftedsmurfted Member, PRO Posts: 586

    Looks great. Looking forward to the other characters..

  • phamtasticphamtastic Member, PRO Posts: 354

    @smurfted said:
    Looks great. Looking forward to the other characters..

    Thanks! Here are the concept artwork for the 3 main characters and their master.

    RO - Wandering ex-monk that specializes in Rock fighting technique
    Sham - Geisha girl by day but deadly ninja girl by night. Specialize in the Paper Fan technique
    BO - Samurai with razor sharp Scissors attacks.

    Pai Mei - Grand master of all 3 fighting skills: Rock, Paper, Scissors

  • PhilipCCPhilipCC Encounter Bay, South AustraliaMember Posts: 1,390
    edited June 2016

    @phamtastic Looking forward to following development. Nice animation with cool characters. :)

    I'm a fan already. :grin:

  • The BaronThe Baron Member, PRO Posts: 30

    Animation looks good so far.

  • phamtasticphamtastic Member, PRO Posts: 354

    @PhilipCC @The Baron

    Thanks guys! I'm getting close to push out a first playable. So excited!!!!

  • phamtasticphamtastic Member, PRO Posts: 354

    Check out SHAM doing her super moves by combining her two fans together and launching her super attack.

  • phamtasticphamtastic Member, PRO Posts: 354

    Check out her victory dance by doing the Whip Nae Nae

  • fmakawafmakawa Member Posts: 567

    love the concept! Keen to see how it goes!

  • phamtasticphamtastic Member, PRO Posts: 354

    Video Gameplay of the first level. Let me know what you think.

  • RossmanBrothersGamesRossmanBrothersGames Member Posts: 659

    Wow this looks really cool. Animation is really good.

  • pHghostpHghost London, UKMember Posts: 2,342

    I think you might want to have some in-between frames, the animation is a bit jumpy in my opinion.

    Also, with the new character design, I don't think the rock-paper-scissors buttons and attack actors really fit in terms of visual design. Too clip-art as opposed to a more hand-drawn feel the rest has.

  • phamtasticphamtastic Member, PRO Posts: 354

    @pHghost Thanks for feedback.. I'll definitely look into doing some optimization with in-game UI. As for the animation, I don't see the jumpiness but will take a closer look.

    Thanks!!!

  • AdrenalineAdrenaline Member Posts: 523

    @phamtastic I think what @pHghost means is that the animations have too few frames, with not enough in-betweening.

    For example, an attack animation has a starting point, a mid-attack point, and a finish point that has been drawn and animated in your game. So we're seeing the entire attack play out in 3 different poses. It would be less 'jumpy' and more fluid if more frames were added in-between those major keyframes.

    Another way to put it: it almost looks like I'm watching a fight through constantly blinking eyes.

  • phamtasticphamtastic Member, PRO Posts: 354

    @Adrenaline - I see but that's odd b/c I have roughly 10-12 frames per each animation.

  • pHghostpHghost London, UKMember Posts: 2,342

    @Adrenaline said:
    @phamtastic I think what @pHghost means is that the animations have too few frames, with not enough in-betweening.

    Exactly what I meant.

    Do you have a sprite sheet of one of the animations to show, so we can compare it to the video? Might be some bug or something.

  • pHghostpHghost London, UKMember Posts: 2,342

    @phamtastic

    For example, looking at your "victory dance by doing the Whip Nae Nae" animation, I can count about 8-9 frames of animation (some of them repeated as well, though that is not necessarily an issue). That's for 2.5 seconds of animation, which is a rate of 3.6 frames per second. If you want anything smooth-looking, you should be going for at least 10-12 frames per second.

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